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Gretgor

34
Posts
A member registered Jun 07, 2020

Recent community posts

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It needs a lot of polish, but it's a nice start.

Off the top of my mind, there's a few I can think of:

- Add some audiovisual feedback for when the barn takes damage. As it is, the only way to see if it took damage is to look at the number.

- Some audiovisual feedback for reloading would be nice too. Just a sound effect, and the ammo count flashing somehow (just make the ammo count get big then small again, that should work).

- The music just stops after a while instead of looping. That is rather jarring.

- Opening the barn screen clears all enemies on screen for free, which makes the game rather easy. Look into preserving the shooter scene when opening the barn scene.

- If you leave the barn screen with 0 ammo, the game allows you to shoot anyway, which puts the ammo in the negatives and allows you to shoot indefinitely.

Also, in the level with the circularly moving bots, it's too easy to get a bad cycle and need to wait a long time for stuff to line up again. I think resetting should reset the robot cycles too.

Pretty fun and frantic! Also like the graphical style, and the music is pumping and fun.

One complaint I have is that the hookshot hit detection on the diamonds could be a bit more lenient. Also, a level select screen would be nice.

About the enemies only shooting you when you're level with them: how about making it so that enemies only *become* aware of you when you're level with them, but then continue to be aware of you until you completely leave their sight?

Posted a long review on NG but Itch won't allow me to paste it. Overall, good game, just wish the enemies were smarter.

VERY addictive!

Supergiant is one of those game studios that feels too good to be true. A group of hard working professionals that are not only individually talented and passionate, but also synergize perfectly with one another, with every aspect of their games working together to deliver nothing short of amazingness. Pyre is a brilliant display of what the studio is capable of, being equal parts emotional, awe inspiring, and fun.

In Pyre, you play as a mysterious unnamed exile, banished from the realm of the Commonwealth to a place called the Downside, where all of the realm's undesirables are sent to live out the rest of their days. As you are at the brink of death in the Downside's inhospitable desert, you are rescued by a group of lovable adventurers who welcome you into their traveling wagon.

Within the wagon, there is a magical book detailing rituals by which a Downside exile can be accepted back into the Commonwealth. Since you are the only one capable of reading, you inform your rescuers of the rituals, and it's up to you to guide them through the entire Downside to carry them out.

The rituals themselves play out as a fascinating mystical take on 3-on-3 basketball. Two teams, composed of three individuals each, enter an arena, each team having its own burning pyre (the hoop, in this analogy) on their side of the field. The objective of the game is to throw a magical orb (the ball, in this analogy) into the opposing team's pyre enough times to extinguish its flame.

The core mechanic of these matches, outside of the orb-to-pyre thing, is the ability to banish opposing team members for a limited amount of time. Every player has an aura around them, and if a player steps onto an opposing player's aura, they get banished. Players may also choose to project their aura forward to banish enemies from afar, and holding the ball makes a player's aura disappear, making them particularly vulnerable.

With all that put together, the rituals become this frantic battle, where you must employ your players' auras to defend your pyre, all while trying to take control of the orb and steer the orb bearer past the opponents' auras to hurl the orb into the enemy pyre.

The game is quite strategic too, with a decently sized roster of characters to choose from, each with their own abilities and deficiencies. Add to that some RPG elements, allowing you to improve your chances by giving your mates equipment and permanent upgrades, and you have a pretty fiery and intense experience in your hands.

In between rites, the game plays like a visual novel, where the bulk of the game's story takes place. The writing is amazing, as to be expected from the studio, telling a fantastic tale of a ragtag team of adventurers in search of freedom. As you travel through the wondrous lands of the Downside, you'll meet a plethora of lovable characters, witness breathtaking landscapes, get involved in all kinds of crazy events, and partake in deeply emotional moments with your newly found friends.

The game's world building is something to behold. The story behind the Downside, the rites, and the Commonwealth is deep and fascinating, with several surprises and complex connections between things. Not so complex to the point where new players have no idea what is going on, but enough to keep one invested.

Also in signature Supergiant fashion, the game looks and sound beautiful. Lovingly hand-drawn backgrounds, beautifully rendered character portraits, fluid sprite animations, coupled with beautiful songs, lovely voice acting, and satisfying sound effects. The game's look and sound perfectly match the feeling of the story in every step of the way, ranging from serene, to sorrowful, to endearing, to scary, depending on the situation.

It's rare to find a game that stimulates one's emotions as thoroughly as Pyre does. The story makes us really feel for the characters, the presentation leaves us in awe and admiration, and the rituals add a generous serving of excitement and anxiety to the mix, as the matches are fun, but the destiny of our friends hinges on their outcome.

It feels to me like all games made by Supergiant are specifically designed to stimulate the player's emotions in every small aspect, and Pyre is a shining example of this philosophy. 

I'm addicted help

Really fun little game! The lack of sound is a bit sad, but the gameplay is simple and fun.

My one complaint is that the hitbox for the guitar attack is much smaller than the animation itself, which threw me off at first.

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Very enjoyable game for the most adorable doggo.

That "hors d'oeuvres" joke brought me here. Was not disappointed!

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Really cool idea! Very original and unique, I enjoyed it.

I love the cute pixel art Reece made for this, and the simple and challenging gameplay is unlike anything I've ever seen before. We have to strategize in real time in order to get the string to line up with the baddies while avoiding certain death, and it's super clever in general.

Some leves can get REALLY hard, but man, they're worthwhile. What a lovely concept. Some levels are more like puzzles, while others are more like action sequences, and they're sweet.


I like to imagine that the blue one is PolyMars and the red one is Reece, or the other way around, and that the game is a metaphor for them trying to finish this project in Pico 8 in time for the jam, lol.

Ooh, I like this, this is really good!

This game is a simple straight-forward linear platformer, but with a twist: your character won't stop jumping. You need to navigate several treacherous obstacles with your character doing a max jump everytime they land. I find this a pretty fun twist to platforming, and it makes otherwise trivial sequences into interesting challenges.

There are tons of variety in obstacles and elements, my favorite of which are the slopes that send you rolling down Sonic style, the arrow bubbles that shoot you forward and, of course, the on-off blocks that change state everytime you land. The level design makes pretty good use of the elements too, never being repetitive, but always being challenging (in a fair way).

There's also a downward scrolling level where you "helicopter" down while avoiding a series of chainsaws and stuff, and it's also pretty good. It changes things up a bit, offering a bit of a break from the constant jumping of the regular levels. However, there are certain parts in this section where, if you don't know what's coming up, you may end up in a situation where you're too far from a safe spot and don't have enough time to move to it. This didn't happen that often, but still.

I quite enjoyed the boss too. I love how its character design doesn't fit the rest of the game at all, it makes for a hilarious contrast, and the gameplay itself is pretty great too. Easy, but not too easy, and also super fun. I love how you're just, like, BONKING this evil-looking necromancer looking guy Mario style, LOL. Oh, also, the escape sequence that comes afterwards is pretty good too.


Add to all that an adorable premise, involving a cute bunny taking back his horde of carrots, with adorable graphics and solid music, and you have yourself a nice and fun short jam game.

All in all, I had a BLAST with this one. It was short and a bit easy, yes, but I had a smile on my face throughout the whole thing.

I've already posted my impressions on Discord, but here they go again:

+ I like the idea of a straight-forward 3D jetpack flight game through tunnel shaped levels avoiding baddies and obstacles.

+ Pretty cool neon, tron-esque atmosphere.


- Camera problems.

:( oh well

Okay, this was really fun and really adorable! The game involves a lot of trial and error, but it's the good kind of trial and error, where the movement is so exhilarating you don't mind trying again and again and again.

My suggestions would be a level select screen, so we don't have to start over whenever we want to try a different character, and a quick retry button, so we don't have to wait for our character to reach the kill plane before we can restart.

Not working for me :( I try to open it and nothing happens. A debug log shows up and says that the system can't find the specified file or something.

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So, overall, super cool little game. I like that you control all squares in an "infinitely" embedded sequence of levels, and how you have to solve puzzles by pulling squares from different levels of the embedding into upper (or lower) levels. Sometimes you even have to take advantage of doubly-embedded levels to duplicate the number of squares you have available! Super cool stuff. How does one even come up with this stuff?

The one thing I kinda absolutely hate is the physics engine is far too slippery and getting to the goal involves more trial and error than anything else, even when you know the solution. So yeah.

Unfortunately, it is way too easy to break the game on level 15. It just keeps flooding squares into the level until it lags too much to go on.

Neato

This is very fun and adorable. Great game!

I wanna watch this run. Is it up on speedrun.com already?

A quite fun little platformer game, with decent level design, a chill difficulty level and some good music. Good stuff, my dude.

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yeah, not really "stuck" as in "unable to leave," they just don't pathfind around them. That's not a big problem, but it does make fights easier to cheese.

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Happened to me too. In fact, there are many places where this happens in the entire game. Enemies will get stuck on walls and just stay there, allowing you to hit them endlessly.

I second the desire for a mobile version.

Turns out it was the egg. I'm an idiot.

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[SPOILERS]

I need help in the

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Shadow puzzle. The one where you need to match the shadow, after the king's game. I'm fairly certain it's the gemerald monolith, but I can't seem to trigger the puzzle. What exactly do I have to do? Did I get the right object in the first place?

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Yay :)

Okay :(

Oh hey, is there any chance you could implement CPU vs CPU matches in arcade mode? There are certain theories I'd like to test, which would be great with such a mode.

Yes, it's in version 1.0.9.

If it helps, it usually happens when I'm trying to off-side trap certain teams.

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Brazilian here, and I can confirm this game piqued my interest and got me hooked. If it weren't for the constant crashes and AI mishaps, it might become really popular among Brazilian gamers. Well, at least the ones that are interested in a more strategic experience.

On the other hand, I really don't see the average Fifa fan (the kind that literally only ever plays soccer video games) getting hooked on a turn-based RPG of all things. Maybe it'd work well within a very specific niche of the Brazilian gamer base, as in people who are into both RPGs and soccer games.

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The game will sometimes hang and stop responding during the enemy's turn. I think it has something to do with the AI, but I dunno.

In fact, I think the bug has to do with the game's AI, because I remember in match 2 of story mode when the opposing team's captain would get the ball and be completely clear to shoot, but instead of shooting, he'd just stand there and end his turn.